Scene Graph

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Scene Graph

Post  meteors on Tue Dec 09, 2008 7:52 am

Hi all,

In my opinion, a scene graph should be given very high priority for new features. We should be able to create parent and child nodes, and specify LOCAL, WORLD, or PARENT space when translating.

Thoughts?


-joshua
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Animations

Post  lucasjordan on Wed Dec 31, 2008 11:44 am

I am not sure what the plans are for animations, but it seems to me a scene graph would simplify an animation framework.

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Re: Scene Graph

Post  matt on Thu Jan 01, 2009 3:38 pm

It's the 100th time I read that or hear myself saying that SIO2 is lacking a scene graph, so I can only join the begging :-)

Matt

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Re: Scene Graph

Post  sio2interactive on Thu Jan 01, 2009 5:10 pm

Allright Allright, I raise that priority in my list Wink

Can you guys send me a design diagram of the type of scene graph you would like to use along with the type of functions that you would like to see for its first release...

Cheers,
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Re: Scene Graph

Post  meteors on Thu Jan 01, 2009 5:56 pm

Here's an overview of Ogre3D:

http://www.ogre3d.org/wiki/index.php/Basic_Tutorial_1#SceneNode_Basics


I have worked with numerous game engines, and Ogre has one of my favorite scene graphs. If SIO2's was modeled on it, you couldn't really go wrong.

I'll add more info later...


Best,
-joshua
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Re: Scene Graph

Post  meteors on Thu Jan 01, 2009 6:02 pm

By the way, if anyone is interested in an Ogre3D crash-course, the book is available as a free download:

http://anonym.to/?http://rapidshare.com/files/102399548/Pro.OGRE.3D.Programming.pdf


-j
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Re: Scene Graph

Post  meteors on Thu Jan 01, 2009 6:07 pm

Another benefit of a scene graph is that it forces the graphics programmer to order their code in a neat, compartmentalized way.
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Re: Scene Graph

Post  meteors on Sat Jan 03, 2009 4:47 pm

This first article is an excellent overview of scene graphs:

http://www.stackedboxes.org/~lmb/OSG




-joshua
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